\subsection{Choosing The Technology}
Now that the technologies have been analyzed, it is time to compare them based on the criteria mentioned previously. Figure \ref{fig:AssessmentTable} sums up the criteria for each technology, with assessments added in the social aspect.

\begin{figure}[htbp]
\centering
\includegraphics[width=0.70\textwidth]{Pictures/Design/Assessment_Table}
\caption{Criteria for each of the technologies. *Number found by taking percentage and dividing by world population according to \citep{worldometer}.}
\label{fig:AssessmentTable}
\end{figure}

%\begin{figure}[htbp]
%\centering
%\includegraphics[width=0.50\textwidth]{Pictures/Design/Sales_numbers}
%\caption{Chart showing market distribution of gaming technologies.}
%\label{fig:SalesNumbers}
%\end{figure}

First, regarding the input/output, it is essential that the technology affords possibilities for delivering asymmetric information. Also, the more players that can participate in the game, the better.

Second, regarding the social aspect, the technology should be as transparent as possible, so that the focus will be on the game itself. It is important that the technology does not require too much attention.  

Third, regarding the market penetration aspect, the technology should be something that many people own and are thereby familiar with.

%Initially, the controller had a built-in touchscreen (similar to the Wii U GamePad), but through testing it was found that it was quite difficult to multitask between the television screen and the screen on the controller.

A setup consisting of multiple screens seems like a logical approach when dealing with asymmetric information. For instance, the Wii U provides an additional screen to the main television screen. Valve tried something similar in relation to their Steam controller \citep{steam_controller}, which used to have a touchscreen like the Wii U GamePad. However, through testing, it was found that it's difficult for players to multitask between the television screen and the screen on the controller itself, and that it negatively affected the overall experience \citep{steam_controller_video}. Therefore, Valve removed the touchscreen from their controller. For this project, the goal is to let players focus on one main screen, so it has been chosen to not make use of the Wii U GamePad, since it might draw too much attention away from the main screen. Additionally, the limitations of using a maximum of two GamePads at the same time doesn't fit the "couch gaming feel".

In the end, all of the technologies have potentials for gameplay with asymmetric information. Based on the three statements above, it has been chosen to focus on the traditional game controller, and, to scope the project, the Xbox 360 controller in particular. It was considered to have the best balance between the chosen criteria. Many people already have experience with traditional game controllers.

It has been difficult to find examples of games that utilize controllers to deliver asymmetric information. It's a topic that we want to explore with this project, since it appears to be a novel concept rarely used before.

It might seem counter-intuitive to use a device that is meant as an input device to deliver asymmetric information. Most of the controller's features are made for the player to transfer his intentions from his hands into the game, e.g.\ by pressing buttons (input). As mentioned previously, the controller hosts two ERM motors that can deliver haptic feedback. Many games use this to enhance the experience by simulating the action on the screen, say, when shooting a gun or driving a car, where the controller vibrates to give a more immersive feeling (aesthetic vibrations).

These vibrations can be used for other purposes. Instead of delivering purely aesthetic feedback (that are often non-critical to the gameplay) vibrations can also be used to give information to the player that he can then use in the game (output). Since all players have their own controller, this allows for giving unique information to each player, even though they are still looking at the same screen. That is why the Xbox 360 controller has been deemed to suit this project the best.